| Pages: 1 2 3 4 [5] 6 7 8 9 10  | 
      
      
        81. what's wrong with the amarr assault... - in Feedback/Requests [original thread] 
            All Gucci wrote:    knight guard fury wrote:    THUNDERGROOVE wrote:    True Adamance wrote:  Why the **** does it matter?  Amarr things are usually slower than other things. Amarr things have slightly more eHP than other things. Amarr things ha... 
          - by knight guard fury - at 2015.01.28 18:36:00 
          
  | 
      
      
      
        82. what's wrong with the amarr assault... - in Feedback/Requests [original thread] 
            BLOOD Ruler wrote:  There's nothing wrong with it,I killed a proto heavy just using a basis and mili gear on a standard suit on an alt.   ^^ I can kill anything in my amarr alt account.  Don't know why the OP thinks it's lacking in certain areas... 
          - by knight guard fury - at 2015.01.28 17:58:00 
          
  | 
      
      
      
        83. what's wrong with the amarr assault... - in Feedback/Requests [original thread] 
            THUNDERGROOVE wrote:    True Adamance wrote:  Why the **** does it matter?  Amarr things are usually slower than other things. Amarr things have slightly more eHP than other things. Amarr things have more cap/stamina than most other things.  Jus... 
          - by knight guard fury - at 2015.01.28 17:36:00 
          
  | 
      
      
      
        84. Taxonomy of Dust 514 - in Feedback/Requests [original thread] 
          For the minmatar: Asgar - spear of God  Brant - sword Einar- one who fights alone Frey - lord Geir- man with a spear  Gunilla - battle in war Ida - west African/ivory sword Estoc- type of longsword  Shaska  Alger - elf spear  
          - by knight guard fury - at 2015.01.24 19:03:00 
          
  | 
      
      
      
        85. In Regards to Remote explosives. - in Feedback/Requests [original thread] 
            CELESTA AUNGM wrote:  Salutations, Knight Guard,GǪ butg please be careful about proposing a change to quickly for items in Dust. The devs are very compliant (sometimes way too willing, in my opinion) to entertain changes just because a mob of r... 
          - by knight guard fury - at 2015.01.24 02:28:00 
          
  | 
      
      
      
        86. In Regards to Remote explosives. - in Feedback/Requests [original thread] 
            One Eyed King wrote:  Supposedly arming time was changed to 5 seconds across the board, although I have heard that didn't take, or ma.  At the very least, prior to the change, Std REs were at 4 seconds, with Adv being 3 seconds, and Pro were 2. ... 
          - by knight guard fury - at 2015.01.24 00:40:00 
          
  | 
      
      
      
        87. In Regards to Remote explosives. - in Feedback/Requests [original thread] 
          From my understanding and knowledge of RE's and how fun they can be, they do provide a nuisance for people who are trying to kill there opponent in varying scenarios. I just thought of this because in Eve smart bombs take time to detonate before e... 
          - by knight guard fury - at 2015.01.24 00:10:00 
          
  | 
      
      
      
        88. A reason to eliminate or alter "dead" skills - in Feedback/Requests [original thread] 
          I am thinking along the lines of   Dropsuit Command:  Bonus: 1% increase to movement speed and 3% Increase to hand to hand combat per level   Caldari medium frame:  Bonus: 3% reduction to cpu cost of shield extenders   Caldari heavy frame:  Bonus:... 
          - by knight guard fury - at 2015.01.23 23:39:00 
          
  | 
      
      
      
        89. A reason to eliminate or alter "dead" skills - in Feedback/Requests [original thread] 
          'Reserved'  I think the skills for dropsuit command should be passive, but also it shouldn't be anything that will give you an over all advantage over anyone 
          - by knight guard fury - at 2015.01.23 22:33:00 
          
  | 
      
      
      
        90. Re: HAV name progression - in Feedback/Requests [original thread] 
          Minmatar ships have Viking related names 
          - by knight guard fury - at 2015.01.23 22:16:00 
          
  | 
      
      
      
        91. A reason to eliminate or alter "dead" skills - in Feedback/Requests [original thread] 
          Can we please get back on topic for what the skills should be for the rest of the frames. (Including light and heavy)  (Edit: otherwise I'm going to make ideas for what they should be) 
          - by knight guard fury - at 2015.01.21 02:09:00 
          
  | 
      
      
      
        92. Fix the Packed RE's - in Feedback/Requests [original thread] 
            Kaze Eyrou wrote:    CCP Rattati wrote:  Thing is, I already changed to 1 m, in the followup hotfix. Let's see what can be done.   Every time there is a synchronization, I test all 3 tiers of the packed REs out.  All tiers currently do no damage... 
          - by knight guard fury - at 2015.01.21 01:28:00 
          
  | 
      
      
      
        93. A reason to eliminate or alter "dead" skills - in Feedback/Requests [original thread] 
            Breakin Stuff wrote:  won't happen. CCP wants fitting to be tight in certain ways on each suit. Speed tanking past a certain point actually breaks hit detection, for instance.    Yes, but no suit will go past 11.11 meters and the only suit that ... 
          - by knight guard fury - at 2015.01.20 18:40:00 
          
  | 
      
      
      
        94. Fix the Packed RE's - in Feedback/Requests [original thread] 
          The thing is though, it applys damage to infantry, but it just doesn't for vehicles 
          - by knight guard fury - at 2015.01.20 18:06:00 
          
  | 
      
      
      
        95. A reason to eliminate or alter "dead" skills - in Feedback/Requests [original thread] 
            Breakin Stuff wrote:    knight guard fury wrote:    Breakin Stuff wrote:    knight guard fury wrote:    Breakin Stuff wrote:  I think the basic frames should benefit from racial bonuses rather than a generic PG/CPU buff   Trust me, the minmatar ... 
          - by knight guard fury - at 2015.01.20 17:35:00 
          
  | 
      
      
      
        96. A reason to eliminate or alter "dead" skills - in Feedback/Requests [original thread] 
            Breakin Stuff wrote:    knight guard fury wrote:    Breakin Stuff wrote:  I think the basic frames should benefit from racial bonuses rather than a generic PG/CPU buff   Trust me, the minmatar basic frame has the same issue that the assault did ... 
          - by knight guard fury - at 2015.01.20 16:00:00 
          
  | 
      
      
      
        97. A reason to eliminate or alter "dead" skills - in Feedback/Requests [original thread] 
            Breakin Stuff wrote:  I think the basic frames should benefit from racial bonuses rather than a generic PG/CPU buff   Trust me, the minmatar basic frame has the same issue that the assault did before the slot changes which is insufficient cpu wh... 
          - by knight guard fury - at 2015.01.20 15:48:00 
          
  | 
      
      
      
        98. A reason to eliminate or alter "dead" skills - in Feedback/Requests [original thread] 
          To be back on topic though, it would be reasonable if the basic frame got a bonus to more cup/pg per level and a (minimal) weapon bonus to their racial weapon 
          - by knight guard fury - at 2015.01.20 15:07:00 
          
  | 
      
      
      
        99. A reason to eliminate or alter "dead" skills - in Feedback/Requests [original thread] 
            Forlorn Destrier wrote:    knight guard fury wrote:    Quote:  Minmatar Tech II Medic Frame Bonus 1: 5% reduction to PG/CPU cost of equipment per level of Minmatar Medium Dropsuit Skillbook Bonus 2: 10% bonus to shield injector range per level o... 
          - by knight guard fury - at 2015.01.20 13:01:00 
          
  | 
      
      
      
        100. A reason to eliminate or alter "dead" skills - in Feedback/Requests [original thread] 
            Quote:  Minmatar Tech II Medic Frame Bonus 1: 5% reduction to PG/CPU cost of equipment per level of Minmatar Medium Dropsuit Skillbook Bonus 2: 10% bonus to shield injector range per level of Minmatar Logistics Skillbook (PRIMARY BONUS) Bonus 3:... 
          - by knight guard fury - at 2015.01.20 04:20:00 
          
  | 
      
      
      
        | Pages: 1 2 3 4 [5] 6 7 8 9 10  | 
      
      
        
        | First page | Previous page | Next page | Last page |